Updates / Blood Orchid

Blood Orchid

In Operation Blood Orchid, two Special Duties Unit Operators join Team Rainbow to raid Theme Park. This third season will showcase a reworking of the Operators and maps following an optimization of our data, namely a rework of textures, polished dynamic and static lighting, richer sky domes, new customization, and much more.

Ying

ATK

Lesion

DEF

2 new operators

For Operation Blood Orchid, Team Rainbow recruits two of S.D.U.’s finest: Lesion and Ying. The new Operators are immediately unlocked for Season Pass owners, with exclusive access granted for seven days. All players can unlock the Operators with Renown or R6 Credits after the exclusive period ends.

YingAtk

Born in the comfortable Central District of Hong Kong, Siu Mei Lin, codenamed Ying (firefly), was a close protection operative before joining the Special Duties Unit. Having developed explosive short-range power and combat skills, she joined an elite security service school right after high school. When she was tasked with a high-stakes money exchange during a kidnapping situation, however, she realized how limited her means were. Driven to have greater impact, she re-oriented her career to become an all-purpose operative. A year later, she joined a female-exclusive training in Tel Aviv, Israel, where she perfected her hand-to-hand combat skills and driving maneuvers.

Unique ability

Inspired by the new breed of stun grenades showcased by the S.A.S., this mercury and magnesium based explosive creates a multitude of blinding flashes. The Candela device releases a cluster of flash charges that can either be anchored on surfaces or thrown out as a grenade. This non-lethal explosive was specifically adapted to lead operations in Hong Kong’s densely populated areas, hereby limiting the risk of casualties. Coming with tinted eye pieces and earplugs, this device is geared to give your team a few precious seconds to break in and neutralize enemies.

Primary:T-95 LSWSIX12

Secondary:Q-929

Gadget Breach ChargeSmoke Grenade

Speed: Medium

Armor: Medium

LesionDef

Born in Junk Bay, Liu Tze Long, codenamed Lesion, was raised by his father, who worked for a ship breaking company. During these years, Lesion would stay at the shipyard, and help him dismantle obsolete ships for scrapping. Crumbling with debts after his father was injured, Lesion took on various hazardous jobs in demolition until he found an opportunity for mine clearance duty. Demonstrating a natural calm while handling highly corrosive substances, he joined the Explosive Ordnance Disposal Bureau. He is a known expert in chemical, biological, radiological and nuclear (CBRN) terrorist threats.

Unique ability

Gu mines were inspired by the sharp punji sticks used during the Vietnam War. Rubbed with toxic plants or feces, the stakes served to slow down enemy troops by causing severe infections in their camp. Similarly, Gu mines inject a toxin that injure your opponent and limit their speed. With its cloaking ability, your enemy will be forced to make quick decisions. Starting with two Gu mines, your inventory will increase until it reaches a maximum of nine mines. Since time is on Lesion’s side, you will be able to lure your mark into desperate rushes.

Primary:SIX12 SDT-5 SMG

Secondary:Q-929

Gadget Impact GrenadeDeployable Shield

Speed: Medium

Armor: Medium

Theme park

Theme park

Team Rainbow has been called to raid an abandoned theme park on the shores of Hong Kong. Two of S.D.U.'s most resourceful Operators were chosen to lead a lethal raid in this challenging perimeter. Get ready to discover a colorful and eclectic new map filled with dynamic and fast-paced face-offs.

Blood Orchid weapon skins

Get Year 2 Season 3 underway with four fresh Blood Orchid weapon skins and feature one representing Poland, the Alembic. Dynasty, Red Silk, White Dragon and Plinky’s Arcade can be applied to the weapons available until the end of the current season.

Ela Bosak

Ela Bosak

For a full reveal of our new Operator from the Polish Special Forces GROM, please click here.

The Health program

3 months ago, Operation Health was deployed as a major initiative to improve the game for the upcoming years. With the launch of Season 3, we are putting Operation Health behind us with our final update in Season 3, which is our largest patch we have ever deployed. In the future, we are still keeping the core pillars to focus on game optimization, top community issues reported by the community, and improving player experience. The groundwork in Operation Health will help us to continue to improve the game for the distant future.

New Upgraded Servers Deployment

The new servers will be deployed with the launch of Season 3. These new servers bring significant improvements to stability, connectivity, FPS, rubberbanding, and overall performance. On top of the new servers, we have a new physics system in the works, which should further address issues with players teleporting and rubberbanding.

Improved Lighting When Looking From Inside To Outside And Vice Versa.

Initially, we wanted to use realistic values to have contrasted and realistic lighting, which works in the same way as a camera would in real life. Additionally, the bloom was intended to limit the effectiveness of Defenders peeking outside.
We are excited to tell you that we have completely reworked how exposure is handled on all maps, and reduced the exposure values. Bloom issues are now a thing of the past.

Sky Model Update (All maps)

We will now be using image based HDR skies. This allows us to have more artistic control of the ambient lighting, as well as increase the overall quality of lighting in general.

BDRF update (All maps)

Updates are being worked on for our shading model, also known as Bidirectional Reflectance Distribution Function, which calculates reflections. It now matches the same model as our external texturing tool, which improves the workflow for our artists. What this means for you is that you will see an improved reflection quality in some materials, particularly in terms of glossiness.

Data cleanup on map textures and meshes (kafe)

Over the course of the next year, we will be reworking the textures of every single map. We are starting with Kafe Dostoyevsky, our most expensive map in terms of memory-budget. We have been going through all the textures and meshes of Kafe, smoothing, optimizing, and standardizing everything we could. In essence, we are streamlining and reducing its overall memory footprint.

Optimizing Operators

In Operation health, we have done a complete pass on all of our Operators to make sure the total sum of their textures meet a consistent memory usage. This means that textures that were not adequately optimized are now remapped in the UV Mapping with greater efficiency so that they take up less amount of memory without reducing quality.

Because we’re meeting a consistent memory budget across all operators, it also meant that we could slightly improve the quality for some Operators. Lower budget Operators, like Sledge, will have a slight improvement of quality.

Face Rigging Cleanup Means More Consistent Facial Reactions

By doing a pass on the facial rigging of the Operators, it means that they now have a more consistent reaction with the shape of their face. This will result in more accurately aligned points of movement in the face.

Hibana’s Gadget Will Now Be More Consistent.

After months of hard work, we’ve streamlined the handling of Hibana’s net objects. We started by reducing the overall number of net objects we need to monitor. By doing this, the potential conflicts between Host Authority and Local Authority timelines are reduced, and thus players will not run into the complications that result from a desync between the two.

Additionally, we’ve meticulously gone over the scenarios in which we saw other outlying issues occurring, such as pellet placement, and visual errors, and corrected those as well.

Y2S3.0 Patch Size

In the Y2S3.0 patch, we will be making some changes to how our data is organized, as well as how we generate patches moving forward. There is more information below on exactly what we are doing, and why, but we are currently looking at the following patch size breakdown per platform:

Platform

Patch Size

PC with Ultra HD

42GB

PC without Ultra HD

26GB

Xbox One

15GB

Playstation 4

15GB

The impact of this will result in a smaller overall footprint on your hard drive, taking up less space. By consolidating our patches and data players will see a reduction “seek time”, which means faster load times for all players. While it is difficult to determine an exact loading time reduction percentage for PC due to the variety of configurations, consoles will see about 10% faster loading times for matches.

Hit Registration, and High Ping

Over Season 3, we will be testing fixes and improvements that will aim to address Hit Registration issues and poor network conditions. We are currently testing something we’re calling Latency Alignment, which will make 1v1 encounters feel more consistent. The result should be that the server will more accurately mirror the reaction time of players with unstable connections, giving a fairer reaction time to their opponents.

We are also working on adjustments to our shot validation to further favor players with more stable connections. This will be a lot more punishing on shots that happen far away. There are other improvements for hit registration, headshot registration, and ping that we will be trickling into deployment.

Improvements

General tweaks & improvements

Game
Health

Player
comfort

Playlist
changes

Game
balancing

Game Health

Smoke grenades and Capitao’s smoke darts have been fully revamped. They are now completely opaque and will be displayed the exact same way on every client, which will make them much more reliable and consistent. We’ve welcomed pro players to test them in our Montreal studio – they’ve found these new smokes to be so strong that we’ve decided to follow their recommendation and lower their amount to 2 per operators that can chose them. This change will also temporarily make Capitao’s smokes grey, instead of blue.

New game design update on ACOG’s for defenders

As a standard from now on there will not be a 2 or 3 speed Defender with the option of using the ACOG sight.

While we like the fact that defenders can challenge attackers on long distances on their approach, we believe this strategy should come with a higher risk. The possibility for 3 speeds operators like Jäger and Bandit to challenge on the longest distances while being able to relocate very quickly is currently too strong. As a consequence, Jäger and Bandit lose their ACOG, and the only new defenders that will get ACOGs will be the heavy armored ones. However, this does not mean all heavy armor operators will have ACOG’s and will be decided on by the Game Design team.

Weapon falloff damage redesign

Our old damage model had several inconsistencies, which has made it hard for players to understand where each weapon loses damage efficiency. With the new model in Year 2 Season 3, we have tried to keep the weapon balance intact while setting hard values for where the damage falloff begins and where it ends per weapon category.

For example, let us compare the now old model for Capitao’s Para-308 and Buck’s C8SFW.

C8SFW: From 0-18 meters, it deals its base damage of 41. It then falls off linearly from 18m to 30m to its lowest damage value, 24.

Para-308: From 0-28 meters, it deals its base damage of 45. It then falls off linearly from 28m to 40m to its lowest damage value, 29.

As you can see, there is a 10m difference from where it starts falling off between the two rifles. That issue is across most of the guns. There is not a standardized value to encompass the fall-offs, which makes it hard to understand at which distances guns become less efficient.

With Season 3, we have standardized the fall-off value across all weapons classes; except for the shotguns and the sole sniper rifle for Glaz. We believe this will help everyone have a better understanding, of when their weapon loses efficiency.

Designated Marksman Rifles: Fall-off starts at 25m and ends at 40m.

Light Machine Guns: Fall-off starts at 25m and ends at 40m.

Assault Rifles: Fall-off starts at 25m and ends at 35m.

Sub-Machine Guns: Fall-off starts at 18m and ends at 28m.

Machine Pistols: Fall-off starts at 18m and ends at 28m.

Pistols: Fall-off starts at 12m and ends at 22m.

The reason why we did not want to give the shotguns the same treatment is that they need to have this level of granularity to balance them properly and have enough variation between each other to keep them interesting.

We hope this will improve the player’s understanding of weapon efficiency. Of course, we will be closely looking at that statistics to make sure that our game balance remains the same.

Ammo balancing

We have made a pass on the amount of ammo of every gun, and added a few magazines to several of them. Here is the complete change list:

AR33 +1

417 +4

556xi +2

C8-SFW +2

MK17 CQB +2

CAMRS +2

PARA-308 +2

Type-89 +2

SMG-11 +2

P9 +1

P226 Mk 25 +1

M45 MEUSOC +2

P90 +1

SASG-12 +1

SPAS-15 +1

ITA12S +2

FO-12 +1

T-96 LSW +1

SR-25 +2

OTs-03 +2

Two drones deployed at a time for attackers

Attackers can now deploy a second drone without destroying the first one. This works just like Twitch who can already deploy her two shock drones. The mechanics are also the same where launching a new drone will place the attacker in the new drone’s camera, and they can re-access their first drone view by scrolling the observation tool list.

We hope that this change will reinforce the importance of the preparation phase by making it possible to position a drone inside the building, and then deploy a new drone during the action phase to scout ahead without losing this first drone.

We will monitor closely the impact this will have on global win rates of attackers and defenders, as we expect this to give an additional edge to attackers since they can now have up to 10 active cameras at a time.

Kanal Spawn Kill Exploit

Using the shield vault exploit, Defenders can place themselves on the windowsill of North windows of Control Room aiming at Floating Dock spawn location, and North windows of Server Room aiming at Construction Site. We have fixed this so defenders can no longer use this spawn kill exploit.

First-Person camera position will now be closer aligned to third-person

We identified and fixed several cases where players’ first person camera position did not match third person eyes position. This sometimes led to getting killed by opponents that you couldn’t see.

Shooting feedback systems is now more accurate

The shooting feedback systems like bullet tracers, hit reactions like decals on the environment, and threat indicators in the UI were based on a trajectory that started from the weapon muzzle. This led to inconsistencies, as the real bullet trajectory in Rainbow starts from the 1st person camera. Shooting feedback systems are now fully consistent and based on real bullet trajectories. We need to make a shoutout to ExecCS, who is the community member who alerted us on that with a youtube video.

Non-replicated debris

There are often times when there is a piece of debris that can be viewed by one player, and not the other. This will no longer block sightlines when shooting.

Debris will no longer block the deployment of gadgets.

Debris from the wooden windows frame can hinder or block deployment of gadgets. Sometimes the debris will get stuck in the Armor Panel of Castle and are impossible to be destroyed blocking completely the deployment of any gadgets. This fix should allow for more consistent debris physics.

Player Comfort

Defender vision filter is removed when going outside

We have removed the red filter that make defenders’ vision uncomfortable when they run outside the building. We think the red warning in the middle of the screen should be clear enough feedback that you are doing something dangerous.

Priority on observation tools for alive players

If an alive player browses the observation tool list, he will now have priority over dead players for camera controls (in attack and defense). While this should not make much of a difference in organized matches, we think it should help in public matchmaking in case a dead player is AFK while controlling a camera and prevents alive players from getting info.

Crosshairs don’t turn red on enemies anymore

It could sometimes happen that you spotted an enemy because your crosshair turned red – not because you actually saw them.

Finding our enemies is core to Siege gameplay, so we have decided to remove this mechanic. Note that your crosshair will still turn green when aiming at a teammate.

Enemy ID only triggers on successful scans

Similarly to the crosshair turning red, it happened sometimes that you spotted an enemy because you triggered the “enemy ID” event, which reveals an operator’s identity in the HUD header and gives score points. This was problematic for the same reasons: it could tell you that an enemy was in your field of vision, even if you had not actually seen him.

The “enemy ID” event will now only trigger from scanning successfully with drones, cameras, Valkyrie Black Eyes or Jackal footsteps scanning.

Playlist Changes

Ranked playlist becomes more competitive

In order to allow our players to hone their skills in the most competitive environment available, we are reducing the total number of maps in the Ranked map rotation. The following maps will be included in the Ranked playlist rotation for Season 3:

Beginning this season, the Ranked playlist will include the same nine maps that we selected for the Pro League. Moving forward, we will introduce the new Ranked and ESL Pro League playlists at the same time we perform the rank reset – and all of that will occur at the start of the new season. The Ranked playlist, much like the ESL playlist, will be rotated each Season, offering a different selection of available maps.

Additionally, we will exclude maps added in the new season from both Ranked playlists and Pro League selection. This is being done to ensure that players have time to explore and learn the new maps in Casual and in Custom Games, and to make certain that we are able to eliminate any glitches or exploits prior to entering new maps into the competitive map pool.

New Casual Map Playlist

In Season 3 we will be reducing the Casual map playlist to fifteen maps. Reducing the total number of maps available for play in the Casual playlist make the process of learning the maps that Rainbow Six has to offer easier for new players. We have identified the steep learning curve that our new players face in terms of map knowledge, and this is one of the ways that we plan on addressing it.

Additionally, some of the maps that are removed will be reworked by our Level Design team. To be clear, not all maps that are removed from the Casual playlist will be reworked, but some of them will be over the course of the years to come.

We are quickly approaching the limit of our data sizes, and this will require a rework of how our maps are stored. As a result, we are currently planning on removing maps from the game entirely down the road (not in Season 3).

Here are the maps we will have available in Casual playlist rotation for Season 3:

Map Preferences

After revisiting the mechanics of the Map Preference system, we have elected to deactivate this system for all PvP Multiplayer (we will keep it for Terrorist Hunt so you and your squad can select specific maps). We don’t have an ETA for the return of this feature to PvP as we are exploring some alternative implementations we believe can improve the experience.

Game Balancing

Barbed Wire easier to walk through and one less hit

The Game Design team considers Barbed Wire to be a problem in the current meta-game. Barbed Wire is a great standard gadget, but it has gotten to a point where any solid defense needs to pick at the very least four of them, often six or eight.

This seems problematic for two reasons. For most defense operators that can pick barbwires, they are a must-pick. Must-picks is something we try to limit, as they do not provide real choices for players. Secondly, Barbed Wires are so efficient at what they do that they need to be hard countered (i.e. broken from a distance) by attackers. That also contributes to reducing choices on the attacker’s side, as it gives too much importance to frag grenades and operators like Ash.

Barbed Wires still prevent sprinting, but they now slow down walk speed by 45% down from 50% and they are destroyed with two melee hits down from three.

Jackal’s Hunter’s Mark pings location more frequently

Jackal’s Hunter’s Mark now marks a target’s position every 5 seconds (down from 10) for 20 seconds (down from 30), for 5 position pings (up from 4).

Bandit can now destroy Hibana pellets while they Fuze.

Hibana is probably too good of a choice right now, for several reasons. We have deeper modifications planned for reinforced wall breaching operators in the long term, but we are not ready to share those details. For now, we hope that making the Bandit trick much easier against Hibana will make the strength of her gadget a bit more situational than it currently is.

Bandit’s Batteries 1-shot drones

Objects electrified by Bandit’s batteries used to 1-shot drones when they made contact with them. This was changed a few patches ago two be 2-3 hits, and we are reverting the change. Drones will be 1-hit when interact with electrified objects.

IQ’s sensor detecting friendly gadgets caused all kinds of confusion, so we are removing friendly objects from her hub. Additionally, when Echo is using his yokai Drone, IQ will now be able to detect this, similar to Pulse.

Fuze’s Cluster Charge Pathing Is more predictable

The path taken by Fuze’s cluster charge pellets was calculated by precomputing the whole trajectory, but then switching to a physics driven model as soon as a puck hits an object and disregarding the remainder of the precomputed trajectory. This, as we all know, translated to unpredictable and desynchronized behavior across clients. The new version ensures that the pucks follow the precomputed trajectory until the end, which should yield a much more reliable (and teammate friendly) behavior.

No more crosshair hit markers on Blackbeard’s shield

Shooting at Blackbeard’s shield doesn’t trigger hit markers anymore. On some occasion this mechanic allowed defenders to spot his position without seeing him, which was not the intended behavior.

All Drones and Twitch’s Drone can aim upward more easily

All drones can now pitch their camera to a higher vertical angle, which mostly impacts Twitch: it’s now easier for her to shoot at high cameras with her shock drones.

Glaz’s blood splatters are now more correctly displayed

Blood spatters are now correctly displayed when using the thermal scope. They used to not display in red when they displayed above the yellow bodies.

Additionally, dead enemies do not display as highlighted any more.

Sledge’s hammer is more consistent

It should now be easier to connect where you want with the sledgehammer, especially on windows while rappelling.

Bug fixes

Main bug fixes

Gameplay

Fixed – Pinging something through smoke will cause the ping effect to be placed in the smoke.

Fixed – Drone can sometimes bounce and fly outside of the map when thrown.

Fixed – The length of the replay camera is sometimes too short.

Fixed – Glass debris block shots.

Fixed – Some throwable objects are able to pass through electrified wire without taking damage.

Fixed – Players are sometimes unable to vault over other player’s deployable shields.

Fixed – Players that go prone while falling do not make any noise. This should help with drop-shotting through hatches.

Fixed – Players are unable to scan enemies with a friendly drone after theirs is destroyed during the Preparation phase.

Fixed – Players are able to clip through walls through the use of an exploit involving another players.

Fixed – Shield Operator are interrupted by an enemy performing a melee attack at the same time as the Shield Operator performs a melee attack. (To clarify, the shield break animation will no longer be triggered when both players are performing melee attacks at the same time.)

Fixed – Recoil pattern for the USP40 handgun is incorrect.

Fixed – Defenders are able to utilize window sills to spawn kill.

Fixed – Tearing down a barricade from a window that has additional wooden parts will not destroy the window’s additional parts.

Fixed – Players that join a match in progress will see the primary weapon drawn on other players, regardless of what the other player currently has drawn.

Fixed – Fall damage is not taken if the player fires at the time of impact.

Fixed – Frame of a Black Mirror cannot be destroyed by X-KAIROS pellets if the glass has been ejected.

Fixed – Invisible gadget and broken animation is sometimes present for players joining a match in process while a teammate has any gadget ready to deploy in their hands.

Fixed – Walls that are melee hit and last attachment shot before wall is destroyed leaves wall's collision still present.

Fixed – Enemies can be killed through walls with a melee attack.

Fixed – The camera position of a player rappelling and leaning is not in line with the character model, which can create cases where the player is not visible to someone he is shooting inside a building.

Fixed – Breaching charges can be seen clipping through barricades when standing on the other side.

Fixed – Breaching charge cannot be deployed on framed window if it was partially damaged.

Fixed – Flash effects can affect a player from opaque side of a Black Mirror if a stun grenade fell between the walls.

Fixed – Destruction does not replicate properly after joining a match in progress.

Fixed – Bullet tracers are not consistent between first and third person view.

Fixed – Prompt button to drop the Defuser appear onscreen of the player reviving his teammate.

Fixed – Dead bodies can block claymores movement sensor.

Fixed – In some maps, Claymores can be placed while rappelling with a broken animation.

Fixed – Belt fed LMGs benefit from the +1 round of a tactical reload.

Fixed – The wrong team wins if the last defender is killed in the last second of the match.

Fixed – While carrying the hostage you can mount the Tachanka's LMG without dropping the hostage.

Fixed – Entering the rappel animation will not cancel reloading if the magazine is empty.

Fixed – When a defender is firing at an attacker with a ballistic shield, bullet decals can appear on a second operator’s Ballistic Shield glass.

Fixed – Sometimes the bomb is not registered as detected by attackers or by their drones. Either it takes longer than expected or it will not be detected at all.

Fixed – Joining an in-progress game on a player who is picking up and dropping the hostage can result in the hostage position not being replicated properly.

Fixed – Operators can have shots appearing to come from the gun tip in 3rd person, even if the shots in 1st person are shot from the face height. This can cause replays to show each shot fired by a player with their gun obstructed to show all misses and hit the obstruction.

Fixed – Main weapon becomes invisible in support mode if a player deploys a gadget right after joining in progress message is displayed.

Fixed – When joining an in progress game, players can see Twitch’s hand empty when she has her drone in her right hand and is deploying.

Fixed – In rare occasions, the debris of a barricade may remain floating in the air during the end of round or death replay. The issue is not limited by barricades destroyed by explosives and can occur on any destroyed barricade.

Fixed – Closing the game completely while in Operator Select causes players to see Spectator, GAMESERVER, left the game error messages.

Fixed – Legs will go through walls when moving back and forth in a corner.

Fixed – Wall reinforcements debris float after destruction.

Fixed – Scanning Defenders with Drones does not always result in identifying them.

Fixed – Players will sometimes be displaced a small distance after spawning.

Fixed – When creating a Custom Game with the maximum number of maps the user will receive the wrong error message.

Fixed – An enemy operator can appear as a 2D texture when approaching broken walls or vaulting over windows. No more interdimensional travel, Monty.

Fixed – The destruction made to barricades before joining in progress is not replicated for the clients in support mode.

Fixed – Camera does not always properly align with the head while leaning.

Fixed – If a player disconnects when using Tachanka’s LMG, it will create a desync between the gadget and the server.

Fixed – Dropping from a height and deploying a gadget will cause players to get stuck in the animation.

Operators

Ash

Fixed – Firing a breaching charge at a wall at a 45 degree angle will create a larger hole than firing at the wall straight ahead.

Fixed – Ash receives points for shooting a breach round next to a destroyed barricade.

Bandit

Fixed – Battery can be placed on a reinforced hatch through partially destroyed walls.

Fixed – The “snap” from placing Bandit’s gadget can be exploited.

Fixed – Bandit is over memory budget when loading Solar Headgear.

Fixed – The Bandit gadget effect remains after a trap door is destroyed by Hibana X-Kairos.

Blackbeard

Fixed – Equipping the Rifle Shield just after reloading can cause the player to be stuck with no ammo.

Fixed – Hip fire with the SR-25 forms a circle.

Blitz

Fixed – The window on Blitz's shield is missing the glass. It is visible only in 3rd person and when viewed from the front. Note that this is only a visual issue.

Fixed – Blitz’s shield disappears when selecting a headgear or uniform in the operator menu.

Fixed – Blitz has duplicated Meshes.

Fixed – Several of Blitz’s headgears are over memory budget.

Buck

Fixed – Buck is over memory budget when loading the Skull Rain Headgear.

Fixed – Buck’s shotgun does not always destroy wall studs on all maps.

Capitao

Fixed – The affecting area of the first bolt fired is slightly displaced if a second bolt is shot.

Fixed – Capitao has duplicated Meshes.

Fixed – Capitato's bolts can change without the swap animation.

Caveira

Fixed – Left hand trembles while in Stealth.

Fixed – On Plane, shooting an enemy player with Luison through the furniture in 2F Executive, the enemy will not receive any damage.

Fixed – Caveira’s Hitbox exceeds the operator's body at the shoulders and collar.

Fixed – Caveira’s Skull Rain Headgear is over memory budget.

Fixed – Caveira’s Brazil Headgear is over memory budget.

Doc

Fixed – A player can execute an exploit that adds additional charges to his Stim Pistol and make it fire semi-automatically.

Fixed – Doc's 3D model has a hole in the left wrist. Probably should lay off the Stim pistol.

Fixed – There is a broken animation when trying to melee while healing with the Stim Pistol.

Echo

Fixed – Yokai’s disorienting effect does not work when the drone is deployed on the ceiling in B Garage Area on House.

Mute

Pulse

Fixed – When hit with an EMP while scanning, the heartbeat and circle effect will remain on the screen.

Fixed – Cardiac sensor clips through 1 layer of wall.

Fixed – Pulse has duplicated Meshes

Fixed – When using Pulse's heart beat detector gadget at a distance, the detection is normally in regular (pulsing) intervals. When he is close to a wall or object to block his view, the heart beat detection skips the scanning intervals, and is effectively showing enemy positions in real-time.

Rook

Fixed – Rook has duplicated Meshes

Fixed – Flickering is present while deploying Rook's gadget in the first moments of the animation, on the right side of his supply bag.

Sledge

Fixed – Breaching Hammer does not hit destructible surfaces, despite appearing to be in the proper place.

Fixed – Sledge is able to destroy floors while crouching on furniture.

Fixed – Breaching Hammer is not able to destroy the Black Mirror’s canister.

Fixed – Breaching Hammer only destroys the top side of floors.

Fixed – There is a corrupted texture onscreen while moving forward and in prone for Sledge with Legendary uniform.

Fixed – Sledge has duplicated Meshes

Fixed – Sledge' hammer overlaps with the text in the headgear preview panel.

Smoke

Fixed – All of Smoke’s weapons have clipping issues with character model.

Fixed – Some of Smoke's headgear hoses clip through his vest.

Tachanka

Fixed – There is a Field Of View issue on Tachanka's LMG view during replays.

Fixed – The eye slit is placed too high for Tachanka's eyes on all headgears, making him unable to see. The lord can now properly gaze upon us all.

Thatcher

Fixed – EMP Grenades do not destroy electronics if Thatcher dies before they explode.

Thermite

Fixed – Destroying a Thermite charge just before it blows can cause unexpected behavior.

Fixed – Able to place Exothermic charge on an indestructible surface.

Fixed – Indestructible beams in the walls can partially block the explosion of the Exothermic Charge.

Ranked

Fixed – Matches do not advance to Overtime if the teams end the last round in a draw.

Fixed – Players that are below Clearance Level 20 are able to join a Ranked match if their friend (who is over CL 20) invites them to a party.

Terrorist Hunt

Fixed – White Masks sometimes remain stuck in place when only a few remain.

Fixed – White Masks will get stuck on the top of the sofa at EXT DJ Booth, and do not proceed to the objective.

Fixed – White Masks are not able to destroy the Defuser if it is placed on the table in the Church of Clubhouse.

Fixed – White Masks are not able to destroy the Defuser if it is placed on the SW desk in 2F Offices of Border.

Fixed – If a host is dead and is supporting a player that tosses a drone, he will follow his view normally, but he won't be able to press "5" to access the available drones. If the drone driver quits the drone and re-enter and the host is still watching, the host will see the FPV instead of the drone view.

Fixed – Bomber no longer causes environmental destruction.

Fixed – White Masks sometimes get stuck at EXT Main Entrance on Oregon.

Fixed – One White Masks gets stuck in the second wave of the EXT Recreation Area on Clubhouse.

Fixed – Some White Masks feel as if they should be able to pass through walls with Black Mirrors.

Fixed – Player does not receive damage when a nitro cell placed on the boxes at 1F Pantry is detonated.

Fixed – Players are able to break collision by going prone in a narrow space and turning around.

Fixed – LOD issue present at the bottom wall next to the Classroom.

Fixed – LOD issue present at the wall near 1F Dining Hall corridor.

Fixed – LOD issue present at the ceiling near the corner of 1F Bathroom corridor.

Fixed – When moving near the white vans, the rear windows appear to materialize.

Fixed – The rappel cable passes through the roof near entrance at EXT Construction Site.

Fixed – LOD issue present at the bottom right corner of the doorframe.

Fixed – Screens stay afloat after destroying the televisions throughout the map.

Fixed – There is a texture gap between two walls in the 2F Attic area.

Fixed – Small gaps between the sandbags allow bullets to pass through from 1F Meeting Hall/Outside.

Fixed – Metal information plates disappear when LOD is too low.

Fixed – A camera can be placed in 1F Dining Hall Corridor and it is able to see inside 1F Showers.

Fixed – LOD issue present at Showers.

Fixed – By positioning on the East wall of the room some shadows disappear revealing enemy operators.

Fixed – When playing as Valkyrie on Oregon, if the player destroy the ceiling in the corner of 1F dining hall next to the couch, Valkyrie will be able to place a cameras that will let her see the corridor and the rest of The Dining hall.

Fixed – An Operator can hide in the South East corner of the Bus Yard due to lighting issue.

Fixed – The player can be barely visible in a corner at B Supply Room because the area is too dark due to a lighting issue.

Fixed – A player can be barely visible in a corner in the Shooting Range area due to a lighting issue.

Fixed – In the Kafe's skylight, there are 3 windows on the side of it that players are unable to destroy. Shooting at the windows might give the player the impression they are destroyed because they let out a broken glass particle effect, but the collision and the windows are still there.

Fixed – Valkyrie cameras can be place inside the floor of cigar lounge from Train museum on Kafe.

Fixed – There is low visibility in a corner in Cold Room Corridor due to lighting.

Fixed – Players can hide in a corner at 1F Bakery Kitchen because the area is too dark.

Fixed – An operator can be hard to see in a corner at EXT Terrace because the area is too dark due to a lighting issue.

Fixed – A player can throw a Valkyrie Black Eye camera from 3F Bar in 2F Reading Room through a missing texture.

Fixed – Echo’s Yokai drone loses signal while traveling through the drone vent located between 1F Kitchen Prep and 1F Main Corridor.

Fixed – The player is unable to see an enemy player in prone position on the table due to a lack of light in the corner of 1F VIP Section.

Fixed – An Operator can be hard to detect because of low visibility due to a lighting issue in 2F Reading Room.

Fixed – An operator can be hard to detect in a corner at 1F VIP Section because the area is too dark due to a lighting issue.

Fixed – An enemy player can't be observed while in prone position next to the armchair and minibar in 3F Cigar Lounge due to a lack of light.

Fixed – There is low visibility when looking from windows to the surrounding areas of EXT Terrace during night time.

Fixed – An Operator can be hard to detect in a corner behind the stairs at 1F Main Corridor because the area is too dark due to a lighting issue.

Fixed – An Operator is able to hide under the cigar shelfs on 3F Cigar Shop.

Fixed – There is low visibility in two corners from the Train Museum area.

Fixed – There is a LOD issue is present on multiple texture assets at 3F Cigar Lounge exit to 3F Washroom Corridor.

Fixed – There is a LOD issue is present on several assets at 2F Mining Room.

Fixed – There is a LOD issue is present on pipe at 2F Back Stairs.

Fixed – The lights outside the Kafe building are flickering at night.

Fixed – There is a LOD issue present on the police car and taxi’s wheels and roof sign.

Fixed – A Lighting issue can be noticed on the engine and iron wheel at 2F Mining Room.

Fixed – Light is not cast on the nearby environment at the EXT Terrace door.

Fixed – There is an LOD issue on a painting and wall decal at 1F Dining Room.

Fixed – A LOD Issue can be observed at the base of the wooden house located in EXT Park.

Fixed – Valkyrie is able to place a cameras inside a wall from 3F Bar that lets her scan passing players,

Fixed – Players can throw a Valkyrie Black Eye from 1F Kitchen Prep in a top wall moulding rail in 1F Main Corridor through a missing texture.

Fixed – The texture of Caveira’s hat has a small white spot on the back.

Fixed – It can be noticed that compared to Year 1 Season 4, Blackbeard's headgear in Year 2 Season 1 have been completely changed. Some have different scarves, lost camos, different colored lines, and a loss in saturation.

Fixed – Jager’s Waxwing headgear has texture seams at the bottom of the earmuffs.

Fixed – Tachanka’s Ballistic Salvation and Zitadel headgears do not have a balaclava.

Fixed – Glaz's hand clips through the 0Ts-03 while in MVP stance.

Fixed – Corrupted texture on Frost's -40 headgear.

Fixed – Shotguns clip through uniform.

Fixed – Magazine clips through uniform for Thermite on the customization menu.

Fixed – Clipping texture on the back of Montagne’s Void headgear.

Fixed – Inconsistency when hovering the mouse over some Operator’s icons.

Fixed – Refresh list option is selected instead of Custom Game at mouse's location when clicking after selecting Refresh list and quickly moving the mouse to where a custom game would appear in the Custom Game Join menu.

Fixed – Replication issue on an Operator looking in 3rd person view at an operator in the ladder when joining a match in progress

Fixed – The kill cam is offset in games (Player vs player perspective of location).

Fixed – Frost on the MVP screen is shown with the magazine of the 9mm C1 weapon that clips into her model.

Fixed – Mute does not earn any points after jamming Jackal's Eyenox.

Fixed – LOD issue is present on IQ's Carnival Headgear from third person when going back and forth.

Fixed – Operators will sometimes clip through stairs while prone and moving.